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Everything posted by Justice7541
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Very basic basics: - Minazuki is hilariously easy to IB. Free meter for unblocks through the roof. Shadow Rise seems legit in this matchup since you'll pretty much always be at meter advantage no matter who's got momentum, and meter advantage translates to free damage for Rise. - Minazuki can punish your distance setups (2C, D moves, etc.) with his teleport but he's likely going to have a hard time with Arrow Rain since he's going to be appearing right on top of it, so I'd personally favor using it over something that you'd normally consider safer, like 2C. - If Minazuki does a bad teleport you can punish it with 2B. In fact he goes to the ground so fast that your 2B will invul through the overhead and hit him after he lands, so you get full 2B combo starter. You can also 2B everything he does that puts him airborne except standard jump cancel. - His DP isn't as good as Yu's. It will lose to note oki and most other oki stuff so he has to respect you when you are running enforced pressure.
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
There isn't really a ton of incentive to waste Rampage in neutral IMO since it has the same duration if you cancel into it, unless you feel like you really need the Orbiters to get in with. It certainly may be possible to do a low-cost Rampage cancel combo into SB Arrow Rain midair tech trap > SB unblockable, which would be about 2.5k + 4.8k since you can't CA in air block. The nice thing about Rise Shadow Rampage is that even if you burst her Shadow Rampage combo, she stays in Rampage so all she needs is to touch you again and that's another free unblockable setup. As for notes, meaty 236B note setup is pretty strong, as stated before it's safe on hit and block and goes airtight into blockstrings which in turn can be used to detonate the notes to enforce a jump cancel mixup. I do meaty 236b > 5aa 2b (trggers notes) JC falling j.B a lot, the notes prevent them from do a 2B AA and you can bait DPs if they're being too obvious about it. Doing notes without the 236B hit/block is pretty bad obviously but that's why 236B has a hitbox I guess. -
I seem to be playing this matchup a lot lately so this is what I've got on it so far: - Yukari doesn't really use that much meter in combos so she will most likely always have meter to CA out of unblockable setups. On top of that you don't really want to be overusing meter yourself since you'll probably want to keep some in case she gets you in Magarudyine (or whatever her tornado super is called) so you can CA out of her 50/50 mixup. In other words I'd probably not rely so much on the unblockable setups in this matchup so regular Rise > Shadow Rise here. - Yukari's arrows and wind orbs make it really annoying to get in and you don't have any "free" approach moves like Yu does. On the other hand Rise does run pretty fast so she can't just throw stuff out randomly because a bad whiffed arrow lets you right into her face. You do have time to set up Makarakarn if you watch her zoning patterns and do it while she's throwing out a bomb or Manhattan Transfer. Once that's up she has to be much more careful with her zoning since you blocking an arrow will reflect the projectile and put her in block, giving you a free approach. Otherwise it's just standard dash-and-block tactics, you're not exactly Tager here. - Yukari's defensive options aren't too good up close so you can really go ham on pressure once you are in. Her A moves are relatively short and don't have that much range, and her 2B doesn't have AA invul, so she's pretty free to jump cancels since she has to make hard reads to beat j.B. - Yukari does have options to beat out Rise's defensive stuff during her own pressure but it's not as bad as someone like Yu. Her j.C will beat 2B if spaced right in pressure and bomb toss 5A can be a pretty obnoxious mixup if she enforces it with something like tornado super, but overall if you block well and don't get psyched out by her Silence and Confuse combo enders it's not that bad. As stated above I recommend keeping some meter on hand to CA out of tornado lockdown.
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Honestly if you hate the character so much drop her and pick up Yu, the "whining about stupid shit" meme is getting really old. In all seriousness I think Shadow Rise is pretty good, Shadow characters build meter outrageously fast and while Rise doesn't deal that much with Shadow Rampage, all the excess meter she builds constantly as Shadow (and starts with, for second round) means the opponent has to manage his meter really carefully since the instant you touch him (even on block) with more than 75 meter and he doesn't have burst or CA, he's pretty much guaranteed to eat at least 3.8k. On top of that the increased meter build means she can expend meter much more liberally during combos and still be at a meter advantage for said unblocks. Since Rise has really good normals and a really strong oki/momentum game on top of that it's pretty easy for Shadow Rise to just run pressure nonstop since the opponent is forced to sit on all his meter to CA/counter-roll out of DDR setups. -
I don't think the positioning would work out that well anyway. Even C eye set starts out kinda far and 2C puts them right in front of you.
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She can do 5C 2C 2B for whenever that may or may not work.
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Doing 214D > 214C+D will just set both eyes out. You need to do the same input twice to detonate the eye. Should also mention that you can airdash, jump, etc.after the recovery on her bag smash special. Ground version also groundbounces so it's possible to do 236B > airdash j.B > stuff although I haven't figured out a way to combo into 236B raw to begin with unless you've already got something else out, since the startup is kinda slow. I think 236A/B on block > airdash j.B will be a legit pressure option though.
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
I think it's about 2k for a perfect SB DDR at max proration. It's not great, I think doing a legit Rampage corner combo ending in DDR was giving me about 2k extra and it was pretty hard. For reference: 5AA 2A+B > Rampage > 236C+D 236A+B 236A 22A+B 236B 214A+B 236236B OMC 214214C+D got me about 6k. Also I forgot to mention that that midscreen Rampage combo I posted earlier is a unblockable reset. They should prorate out of the initital combo midway through the second SB Disc (which means the only point they can DP out is pretty far away from you, making it DP-safe from most DPs) then the rest from there is an airtight blockstring into SB DDR. I used that particular string instead of the easier 236C+D 214A 22A+B 214A+B 236A+B one because in this case they might not block the SB Disc reset and the 214A would knock down. Doing 236C+D 236A+B 236A without accidentally getting a super is a bit annoying though. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
I've been working on trying to find a Shadow Rampage unblockable reset combo that leads into good damage but the one I'm doing now is burstable unfortunately. What I've got so far is: 5AAA > Rampage > 236C+D 5AA 2B(2) 236C+D (combo drops midway, opponent is either reset into standing hitstun or standing block) 236A+B 236A (notes detonate) 22A+B 236B 214A+B 214214C+D So basically you're using SB Disc twice (which has SMP I believe) to make the combo drop as the second Disc is hitting them so they're forced to either DP from too far away to reach you (for most characters) or get put into an airtight blockstring that ends with unblockable DDR super. Deals 1.5k minimum with the first part plus 4.8k for a perfect SB DDR. Haven't tested extensively but I believe it should work whether the disc hits or is blocked after the reset; if the disc hits and you get the combo into DDR off that it should do about 5.5k for the second part. 6.3-7k for a Shadow Rampage combo that can be escaped with burst or meter isn't great but it's the best I can come up with at the moment. On a more practical level, here's something stupid I found: Midscreen, anything into 214B > 5AA 2A+B delay 236B (safe meaty) dash 5AA 2B(1) (detonates note) 22A+B 5AA (lightning hits) dash 214214C+D Pressing 236B so it hits meaty late makes it DP-safe then everything after is airtight. So basically if they don't delay tech your midscreen combo they're forced to CA or eat 6k. Honestly I think the DDR super is a little bit too good given how obnoxiously long it takes. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
So I've been trying to decide whether Shadow Rise or regular Rise is better and I dunno at this point: Shadow pros: - Faster meter build and meter carryover means having access to meter for setups and combos pretty much all the time - Can do Shadow Rampage unblockables - Can do DDR unblockables at any time - More health overall Cons: - Damage loss is really noticeable - Doesn't seem to have any amazing combos in Shadow Rampage, damage-wise - No burst - Doesn't really get that much more meter in total since she doesn't get the free 50 meter from Awakening Honestly I think it might just be a matchup-specific thing, I wouldn't want to be stuck without a burst against a high-damage Shadow character if said Shadow character had a burstable big-damage combo. Fortunately the two verisons of Rise aren't that different. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Extra shenanigans with Shadow Rise: Blocked whatever > Shadow Rampage > dash 5AA 236C+D 214A 22A+B 214A+B 236A+B dash 214214C+D Guaranteed 4.8k unblockable off any blocked hit, totally airtight. Needs to be bursted or CA'd to escape. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
It's not a late tech, it's a standing blockstring. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Midscreen blocked 22A+B 5AA > dance super is airtight on regular block. Lawl. That means if you do something like 5AA 2B 22A+B 5AA 214214C+D they are forced to mash/DP the 22A+B on reaction or attempt to mash IB DP, or eat a guaranteed 6k provided you're good at hitting perfect notes (if not, 4.6k). Pretty funny. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
SB shield is faster startup and has the effects of both shields, although it'll still only trigger once. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
SB shield might lead to some interesting gimmicks since it's kind of hard to see Rise behind it. Beyond that she definitely feels very momentum based but I'm not convinced her problems at neutral vs. zoners are necessarily fatal especially since she runs pretty fast. Time will tell I guess. -
[P4AU] Rise Combo Thread Updated 8/1/15
Justice7541 replied to Tecta1Eastside's topic in Rise Kujikawa
For midscreen, not too close to corner: 5AA 2B(2) 5B 2A+B 236C+D 5C 214B 5AA 2A+B delay 236B The nice thing about this setup is: 1) It deals pretty good damage (2839 off 5A starter, 3958 if you do 214A 236236A ender instead) 2) The 236B will hit meaty (since it hits late, it's both + on block and DP-safe) and set notes. The spacing actually works out perfectly as a dash 2B right after a hit/blocked meaty 236B will be perfectly spaced to hit the notes right on top of them and will even trade with a lot of DPs. 3) Much easier than the microdash Arrow Rain stuff from the JP combo video. 4) Works meterless from a crouching confirm (do 5C delay 214B > 5AA etc.) 5) Works off pretty much everything, even 2A starter. Still trying to figure the best setup for when the opponent is too close to corner for 214B wallbounce and too far for 236A+B pickup. Ending with 236B meaty is really nice for the above reasons. -
[P4AU] Rise Combo Thread Updated 8/1/15
Justice7541 replied to Tecta1Eastside's topic in Rise Kujikawa
Yeah lightning oki is kinda bad in corner, only one bolt will actually be onscreen and if they emergency tech off something like a sweep they can actually wake up and dash forward out of the lightning's hitbox. Getting a Note hit is actually bad unless you end in super because it'll let the opponent airtech over you. If you don't want to burn the extra meter you should end with sweep > 236B, -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Boss Rise: - Has automatic SB Tetrakarn. Has a gauge that fills up quickly (about 2-3 seconds) and gives her SB Tetrakarn when it fills up. - Opponent is always Analyzed for Disc and Arrow Rain (doesn't affect Orbiters, but can still Analyze normally for homing Orbiters). -
Notes on Marie: Weather effects: Sunny: 236236A/B and 236236C/D supers deal 20% more damage. Cloudy: 214B makes two clouds Rain: HP regenerates Snow: SP regenerates Match always starts with Sunny and cycles each round in that order. Marie can choose the weather by landing 236236C/D and holding a button (A/B/C/D respectively). In a Marie mirror match, one player changing the weather changes it for both. Also, Snow SP regen is REALLY fast, it's like 5 meter every 2 seconds just from eyeballing it. Rain HP regen is pretty slow, in testing, it takes 36 seconds to regen 900 damage (one 5C) which would make it about 25 health recovered per second. Normals: - 5A hits low, 5AA puts her airborne (if you OMC you can go into j.C) - 2A hits low. - 5B sends her into the air like Terumi 5C. Can be canceled into other normals before she leaves the ground, or do 5BB followup to smash back down. Can be delayed to link into other stuff but it's kinda tight. - 2C is downward swipe with Persona. Knocks down and vacuums airborne opponent. - j.C is a multi-hit dive that kills air momentum. Not an overhead. - 5D/j.D calls down three shooting stars. Looks like good oki/zoning. 2D calls them down further away. Specials: - BD (R-Action) calls down lightning around Marie. Pretty generic DP, I don't think it has any special properties. Startup isn't amazing but it's not Labrys slow either. - (j.)236A/B flies forward and smashes down with bag. Second hit is overhead but super obvious. - 214A~A/B~B pulls items out of bag. A makes a present that bounces forward and turns into a multi-hitting chocolate monster thing once it gets close to opponent. B version is cloud that hovers over opponent and shocks if it touches (think Arakune cloud). In Cloudy weather, B version also makes a cloud that hovers over Marie SB version makes both. Press C while Marie is still rummaging around in her bag to immediately pull out Igor (I guess to hit people trying to punish bag startup). - 236C makes a little light spark in front of Marie that blows back. Looks like you can combo off it in corner. SB version appears on top of the opponent. - 236D sets a Magatama that stays in place for about 2 seconds then explodes. - 214C/D sets a graviton.in front of Marie. C is close, D is far, SB is farthest, can have all three out at once, if the opponent is between gravitons he gets pulled to the further one (so he always ends up exactly in the middle). Gravitons will detonate after about 4 seconds or when you do 214C/D again. SB Graviton is unblockable. Supers: - (j.)236236A/B is a generic damage super. Marie makes a pose and blows opponent away. - 236236C/D throws a card, goes fullscreen. If it hits, hold A/B/C/D to select followup. The actual hit effect and damage are different between buttons (A is strongest at 2300, C is weakest at 1724). If you don't hold anything it automatically does the followup corresponding to the current weather (i.e. if it's Sunny, you get A followup) and gives additional effects (Sunny/Rain = more damage, Cloudy = paralysis, Snow = freeze). - 214214C/D puts Persona out with 3 magatama (like Mitsuru's ice spikes super). Press C/D to use a magatama to send a shooting star that flies horizontally fullscreen twice (across and back). C makes the projectile appear from behind Marie, D makes it start from behind the opponent. - IK is a black hole that pulls the opponent towards Marie like Akihiko's. Not unblockable unfortunately. - SB versions of supers all just seem to be more damage. Boss Marie: - Everything does massive damage and builds crazy meter (something like double from what I can tell) - Regen effects are heavily boosted (Snow regens 25 SP per tick, Rain regens what looks like about 75 health per second) And that's about it.
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[P4AU] Rise Combo Thread Updated 8/1/15
Justice7541 replied to Tecta1Eastside's topic in Rise Kujikawa
Not meterless but 5AA 5B 5C 22B 2AB 236AB 2B(1) hop j.B j.236C 5AAA 214A is a good variant of that for a ton of extra damage. Scoops 3.5k off 5A starter and you can do 236A instead of 214A for note oki. Best part is it works even on crouch so you don't even need to confirm standing/crouching if you're feeling lazy. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
2C and j.D are pretty good for screen coverage while you approach too. And j.B beats like everything under the sun that isn't straight invul. -
[P4AU] Rise Combo Thread Updated 8/1/15
Justice7541 replied to Tecta1Eastside's topic in Rise Kujikawa
The corner versions are are easy, at least: Standing: 5AA 5B 5C 22A delay 2A+B 236A 2B(1) hop j.B j.236C 5AAA 214A delay 236236B (about 4.5k) Crouching: 5AA 5B 5C hop j.B 236C (as low as possible) 5AAAAA (about 3.5k) Pretty good for combos that build almost 50 meter just doing them. -
Shadow Adachi for round 2 start Magatsu Mandala > Heat Riser?
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[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
So Shadow Rise? Seems like fast meter build giving easy consistent access to SB combo extenders (SB Disk and SB Notes) and being able to do Orbiters at any time would be a big buff. I dunno how much she would be able to scoop with a Shadow Rampage combo but I'm willing to bet a few SB specials > Orbiters > Dance Super would deal a decent amount. Obviously lack of burst and having to spend 100 meter on Orbiters would be the downside but I think it'd at least be worth experimenting with. -
[P4AU] Rise Kujikawa Gameplay Discussion
Justice7541 replied to RurouniLoneWolf's topic in Rise Kujikawa
Looks like j.2B can be spaced to go low without hitting mid first. Anyone have any luck with this? I've only messed around with combos so far, no actual matches yet.